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*Pathfinder & Starfinder
Clerics Hurting to Heal
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<blockquote data-quote="vaultdweller" data-source="post: 5452385" data-attributes="member: 93433"><p>The OP should take a look at <a href="http://community.wizards.com/go/thread/view/75882/23376709/The_White_Mage_-_the_healic_guide" target="_blank">The White Mage - The Healic Guide</a> for advice on this. I'm not a fan of such builds - I don't like to play them, I don't like to DM for them, and I don't like to be in a party with them - but if it's what the player wants, that's the best place he can look for advice on making it happen.</p><p></p><p></p><p></p><p>I disagree here. Unless you've got Dwarves or Wardens (or Dwarf Wardens!) in the party, Second Wind should generally be a last, desperate resort, only used when healing from the Leader is unavailable. Eating a standard action is a very heavy cost unless you heavily optimize for Second Winds.</p><p></p><p></p><p>Potions can get you through in a pinch, but the amount of healing they give out is probably less than your surge value, and definitely far less than healing you could get from a healer. It's often not worth the actions you have to sacrifice to use a potion. For dual-wielders, the option is not even on the table unless they've got some quick-draw and quick-stow functionality somewhere - a Ranger with a sword in each hand has to spend one Minor action to sheathe one of his swords, one Minor action to retrieve the potion, one Minor action to drink the potion, and one Minor action to pull his sword back out. That's four minor actions for 10 HP (heroic tier healing potion). Even if you use an AP, that consumes all of your actions for a turn. You can cut it down to three actions if you drop your weapon on the ground (free action) instead of sheathing it, but that still consumes an entire turn if you don't use an Action Point.</p></blockquote><p></p>
[QUOTE="vaultdweller, post: 5452385, member: 93433"] The OP should take a look at [URL="http://community.wizards.com/go/thread/view/75882/23376709/The_White_Mage_-_the_healic_guide"]The White Mage - The Healic Guide[/URL] for advice on this. I'm not a fan of such builds - I don't like to play them, I don't like to DM for them, and I don't like to be in a party with them - but if it's what the player wants, that's the best place he can look for advice on making it happen. I disagree here. Unless you've got Dwarves or Wardens (or Dwarf Wardens!) in the party, Second Wind should generally be a last, desperate resort, only used when healing from the Leader is unavailable. Eating a standard action is a very heavy cost unless you heavily optimize for Second Winds. Potions can get you through in a pinch, but the amount of healing they give out is probably less than your surge value, and definitely far less than healing you could get from a healer. It's often not worth the actions you have to sacrifice to use a potion. For dual-wielders, the option is not even on the table unless they've got some quick-draw and quick-stow functionality somewhere - a Ranger with a sword in each hand has to spend one Minor action to sheathe one of his swords, one Minor action to retrieve the potion, one Minor action to drink the potion, and one Minor action to pull his sword back out. That's four minor actions for 10 HP (heroic tier healing potion). Even if you use an AP, that consumes all of your actions for a turn. You can cut it down to three actions if you drop your weapon on the ground (free action) instead of sheathing it, but that still consumes an entire turn if you don't use an Action Point. [/QUOTE]
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